// Update is called once per frame void Update() { if (Input.anyKey) { fade.fadeToScene("Prologue"); } if (increasing) { currentAlpha += (Time.deltaTime * blinkSpeed); } else { currentAlpha -= (Time.deltaTime * blinkSpeed); } if (currentAlpha > 1) { increasing = false; } if (currentAlpha < 0) { increasing = true; } Color temp = anyKeyToContinue.color; temp.a = currentAlpha; anyKeyToContinue.color = temp; }
private async void advanceCampaign() { victoryImage.enabled = true; await Task.Delay(TimeSpan.FromMilliseconds(6000)); victoryImage.enabled = false; Persistence.campaign.levelIndex++; await runAppropriateCutscenes(true); //check for end of campaign if (Persistence.campaign.levelIndex >= Persistence.campaign.levels.Count()) { fade.fadeToScene("VictoryScene"); } else { Persistence.saveProgress(); //Oh Boy im glad this works. fade.fadeToScene("DemoBattle"); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Select")) { scrollSpeed = initialScrollSpeed * 5f; } if (Input.GetButtonUp("Select")) { scrollSpeed = initialScrollSpeed; } if (!Input.GetButtonDown("Select") && (Input.anyKeyDown)) { fade.fadeToScene("DemoBattle"); } prologueText.transform.position += new Vector3(0, scrollSpeed * Time.deltaTime, 0); if (prologueText.transform.position.y > 2400) { fade.fadeToScene("DemoBattle"); } }
public void playGame() { Persistence.saveProgress(); fade.fadeToScene("DemoBattle"); }
public void mainMenu() { Persistence.saveProgress(); fade.fadeToScene("Title"); }
public void playGame() { Persistence.saveProgress(); fade.fadeToScene("Controls"); }
// Use this for initialization public void goToMainMenu() { fade.fadeToScene("Title"); }